You can enable a feature that gives the decals and additional rendering pass and buffer which solves this. It's off by default ass it adds additional cost even if you have no decals in your scene. If you search the UE forums and answer HUB for DBuffer you should find some usefull inof with a bit of digging. Here is one…
I was just speaking in general lol. I'm working on a project in 4.4 and I was only fully able to see my decal when it was in the presence of a stationary or movable light. With baked lighting it wouldn't show up. Was wondering if thats just how it is. :D
Hi Guys Can you tell me how the Road decal works, or point me to the help file? Here is a video of it in use. I noticed the artists applied it to rocks, fence and other objects. [ame]www.youtube.com/watch?v=MlgvfEicdwU[/ame] Also how does he keep the camera open bottom right? I find when I click off the camera it disappears
Yeah I was looking at some answers on there. I wasn't sure if I still had to do that because those answers weren't for 4.4. Also, in the 4.4 version of the Quixel Dues Ex scene, the decals seem to work fine while the material mode is set to translucent, instead of D.Buffer w/e they want you to set it as. If I still have to…
No this has nothing to do with decals. Static lights don't emit direct specular on metallic surfaces from the light sources themselves, so I'm instead adding emissive geometry into the scene to get captured by reflection captures. Froyok, I ended up using the KISS mentality and just added a bool flag to my blueprint to…